//
//  TestLayer.h
//  Box2dDemo
//
//  Created by Thi Huynh on 9/6/12.
//  Copyright (c) 2012 __MyCompanyName__. All rights reserved.
//

#import "PhysicsLayer.h"


@interface TestLayer : PhysicsLayer
{
    NSMutableArray  *_physicObjects;
    CCParticleSystemQuad* splurt;
    CCParticleSystemQuad* ring;
    std::vector<CGPoint>   cuts;
    
    CGPoint _pointA;
    CGPoint _pointB;
    CGPoint _pointA1;
    CGPoint _pointB1;
}

- (void)createSpriteAt:(CGPoint)pos;
- (void)createBodyWithSprite:(CCSprite*)sprite  joint:(BOOL)joint;
- (void)createJoint:(enum EnumJointType)type :(b2Body*)bodyA bodyB:(b2Body*)bodyB;

- (void)createWheelJoint:(b2Body*)bodyA bodyB:(b2Body*)bodyB;
- (void)createMouseJoint:(b2Body*)bodyA bodyB:(b2Body*)bodyB;
- (void)createRevoluteJoint:(b2Body*)bodyA bodyB:(b2Body*)bodyB;
- (void)createDistanceJoint:(b2Body*)bodyA bodyB:(b2Body*)bodyB;
- (void)createPrismaticJoint:(b2Body*)bodyA bodyB:(b2Body*)bodyB;
- (void)createWeildJoint:(b2Body*)bodyA bodyB:(b2Body*)bodyB;
- (void)createPulleyJoint:(b2Body*)bodyA bodyB:(b2Body*)bodyB;
- (void)createFrictionJoint:(b2Body*)bodyA bodyB:(b2Body*)bodyB;
- (void)createGearJoint:(b2Body*)bodyA bodyB:(b2Body*)bodyB;
@end
